2.0 Hunter: the Vigil Rules | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
LAST
UPDATED OVERVIEW RESTRICTIONS CREATING
A H:tR CHARACTER BOOKS
IN USE HUNTER THEMED
MEDIA
LINKS TO HUNTER RELATED WEB SITES
|
"Battle not with monsters, lest ye become a monster; and if you gaze into the abyss, the abyss gazes into you."
-- Friedrich Wilhelm Nietzsche
From the White Wolf Hunter Wiki: Hunters operate socially, in collectives and groups of various sizes. The smallest organizational unit in which hunters operate is the cell. Cells operate independently of one another, frequently without even being aware of the existence of other cells in the region. Individual cells make up for their lack of firepower with flexibility and local knowledge. Characters affiliations are categorized into 3 tiers:
Cells occasionally discover one another and band together for strength and mutual support. When multiple cells get together in a region, the organization often acquires an independent identity, a group structure known as a compact. Frequently, a compact forms out of a sense of cultural identity or shared purpose: The Long Night, for instance, comprises mostly fundamentalist Christians, whereas the compact known as Null Mysteriis draws its membership from the ranks of scientists and medical personnel who have been exposed to supernatural phenomena, and seek to strip it of all the superstitious hocus pocus surrounding it to find rational explanations for the irrational wherever possible. Compacts can extend their reach to encompass large geographical regions, and even become global in scope through the medium of the internet if the compacts are particularly net savvy. Compacts sacrifice some of their flexibility for backup from other cells within the compact. Compacts examples from Core Book:
Sometimes, a compact becomes something else: a truly global organization, with access to Endowments - powerful devices or other powers whose use blurs the line between the hunters and their prey. Conspiracies sacrifice flexibility for access to serious backup and firepower, including their Endowments. Some conspiracies date back thousands of years; others are relatively modern. Conspiracies examples from Core Book:
Hunter: The Vigil is a game about those humans who have come, by some means, to recognize the truth that monsters exist. These individuals cannot sit idly by. They must study their foes. They must destroy them or steal their power. They must use them as pawns against one another. It’s not an easy thing, the endless hunt, the ceaseless Vigil. It is a thing of brutality and obsession, a slope slippery with the blood of those who came and fell before, a slope that descends into nightmare. And yet they can do no differently, because the Vigil drives them. They sacrifice. They push forward. They hunt.
Individual hunters are organized into a cell, a small group of pseudo-anonymous folk that work together within a small region to take down the baddies. Some individual hunters (or cells) belong to Compacts, which are larger organizations of hunters with a similar worldview. Fewer hunters belong to Conspiracies, which are national or global organizations of hunters bearing immense resources and power. The core villain group for Hunter is basically the entire World of Darkness. Vampires, Werewolves, and Mages along with cultists, serial killers, and anything else you can think of are all fair game. The book does include a nice, simple power system to enable the Storyteller to build an antagonist without access to any other book. With so many dangerous foes hunters need every advantage they can get. Let’s examine the mechanical advantages granted to hunters. First and foremost, hunters are built just like regular mortals in the World of Darkness corebook. A character may have a four in one stat, but 2s and 3s rule the day. A hunter may be able to charge in with a shotgun and do some serious damage, but at the end of the day many of them are just as vulnerable to a vampire’s bite as anyone else. The focus is on planning and Tactics. Tactics are a new addition to hunter, and a solidly implemented one. Entire cells learn Tactics by spending experience points and practicing the Tactic together. Mechanically each Tactic has set Attribute and Skill requirements to pull it off and a minimum number of people.
The Washington, DC Hunter Setting: TBA [BACK TO TOP]
Sed quis custodiet ipsos custodes? (Who watches the watchmen?) - Juvenal,
Satires, VI, 347-348 RESTRICTIONS: Restrictions are things that are legal by the book but for game balance or other reasons, the STs want more strict control over how much it is in play in this game. The below are not allowed. Forbidden means not ever; restricted means we have in the past or we may in the future but not now.
JAN 2010: For now, Hunter is a closed genre, but will be supported in the future as we are able to accommodate it into our chronicle.
RESTRICTED BACKGROUNDS: Hunters with Law Enforcement, Federal Agent or Military Employment (or anything related that might want an IC Background Check).
[BACK TO TOP]
MAKING A H:tV CHARACTER: [UNDER CONSTRUCTION]
Using the Template that you can download HERE:
1. Name: Put the name of your character. Make sure it is not on the Blocked Names List.
2. Player: Put your name (and preferably also your email address).
3. Chronicle: Put "Washington DC By Night." (or DC By Night or 11th Hour)
4. Concept: This is open-ended, but you can see examples on pg. 34 of WW55002. Concepts are usually a 1-3 word root-level label for who your character is at the core as a person (not in a supernatural sense), usually succinctly matching their personality and their function. Examples might be: Ambitious Journalist, Angry Young Man, Drifter, Intellectual, Lost Waif, Party Animal, Politician, Misguided Prophet, Radical Politician, Socialite. These are stereotypes, and needn't be literal; details would be covered in your background.
5. Virtue: (Loosely based on the Seven Heavenly Virtues) List on Pg. 34; explained on pg. 100-105 of WW55002 Choose one of the following: Charity, Faith, Fortitude, Hope, Justice, Prudence or Temperance.
6. Vice: (Loosely based on the Seven Deadly Sins) List on Pg. 34; explained on pg. 100-105 of WW55002 Choose one of the following: Envy, Gluttony, Greed, Lust, Pride, Sloth or Wrath. 7. Chronicle: Put "Washington DC By Night." (or DC By Night or 11th Hour) 8. Hunter stuff TBA
9. Hunter stuff TBA
10. ATTRIBUTES
Attributes are broken down into Mental, Physical and Social, but also across the other way, into Power, Finesse and Resistance. (See pg. 47, WW55002 for details.) Starting dots for Attributes are 5/4/3.
11. SKILLS (Mental/Physical/Social): You will have 11/7/4 starting dots (+3 Specialties). (See pg. 53, WW55002 for more info.) Mental skills you don't have dots in will cost -3 to your dice pool for a roll using that stat. Physical & Social are -1 for unskilled.
12. MERITS (7 starting points) -- See pg. 34 (list) and pg. 108 (explanations) in WW55002
13. FLAWS
BEFORE YOU FINISH YOUR CHAR SHEET, CHECK IT AGAINST THE RESTRICTIONS FOR ALL GENRES:
WHO IS HUNTER ST?: Caleb_Brown (Mark) or Hera (Nys)
[BACK TO TOP]
HUNTER SOURCEBOOKS IN USE:
[BACK TO TOP]
[BACK TO TOP]
HUNTER THEMED
MEDIA:
BOOKS: "The
Watchmen" by Alan Moore (DC Comics), "Dracula"
by Bram Stoker [Van Helsing], "It"
by Stephen King, The "Anita
Blake, Vampire Hunter" Series by Laurell K. Hamilton, Hellsing
(Manga), Swan Song by Robert McCammon MOVIES: Kyűketsuki Hunter D
(aka Vampire Hunter D), Vampire Hunter
D 2000: Bloodlust, John
Carpenter's They Live!, The
Forsaken, Jesus
Christ Vampire Hunter (campy), Nachtschatten
(aka Night of the Vampire Hunter, Captain
Kronos: Vampire Hunter, Nessuno
č al sicuro (aka Frailty), Brides
of Dracula, John
Carpenter's Vampires & John
Carpenter's Vampires: Los Muertos, The
Vampire Hunters Club, Frailty MUSIC: "The
Hunter" "Stand
Alone" & "Vengeance
Is Mine" by Iced Earth, "Sole
Survivor" by Helloween, "Invincible"
by Pat Benatar POETRY: TELEVISION: Buffy The Vampire Slayer
(Campy),
Hellsing (Anime) THEATER: VIDEO GAMES:
[BACK TO TOP]
Quintessential Hunter Archetypes in Media & Myth: UNDER CONSTRUCTION
[BACK TO TOP]
LINKS TO HUNTER RELATED WEB SITES: Eternal Grace Congregation Church (FICTITIOUS, but amusing. There is no #3601 on Calusa Club Dr. in Miami, and their phone # is a 555 exchange ): http://www.father-ramos.com/ From the Authors of Hunter: http://www.flamesrising.com/hunter-author-quotes/ Hunter: the Vigil LiveJournal Community: http://community.livejournal.com/hunterthevigil/ Loyalists of Thule Review: http://www.flamesrising.com/hunter-thule/ Mr. Gone's HtV Character Sheets (not useable in our game, reference only: http://mrgone.rocksolidshells.com/htv.html White Wolf's official Hunter Page: http://www.white-wolf.com/hunter/index.php?line=news&articleid=939
[BACK TO TOP]
All Gaming Sourcebooks & Materials for this campaign are © 2004 - 2010 White Wolf Publishing, Inc. All rights reserved. |